*the statue's attackby has been relaxed so any item can whack it without checks
*The mimic's check for mobs from lapsed flesh to stone spells has been simplified
*The reason this check works is because when a statue runs out of time it locs its contents, so if the statue was inside something else (in this case a mimic) they end up in the mimic's contents.
*the targeting for the spell has been reworked so there's no chance of people in the same loc getting stoned instead of your intended victim. As a result of this improvement, wizards can now cast the spell on other wizards with reckless abandon
*Flesh to Stone and the Staff of Animation play nicer with each other now, no more mobs getting trapped in item mimics after escaping the statue.
*Minor tweaks to the monkey statue, which looked dumb
Fixes the grab timer; there will now be a delay between grab upgrades.
Fixes grab process so you no longer have to spam click before it disables itself. Fixes issue #577
Fixes issue #253:
Prevents grab and throw when the affected mob is buckled.
Prevents tabling a mob when that mob is buckled.
Prevents you from dropping scythes on a table or rack if there is a space vine in that square; it will now auto-attack the vine instead. Also auto-attacks vines if you click the floor under them.
*statue sprites updated from "granite" to "marble" to fix some contrast problems
*statues now get their Health from their target's current health, healthy humans and monkeys will have 200 health before shattering, corgis will have 120 health. Injured targets will make for easier to smash statues.
*likewise when a mob is unstoned it will take any damage the statue took as brute damage.
*Replaced godmode with a set of vars to assure the mob's health remains constant while a statue
*Spell renders one target (choosen from list) immobile and incapable of interaction by encasing them in a breakable statue
*Effect ends after a long while (4 minutes) if the statue remains intact
*Requires robes and has a range of 2 squares, cooldown 60 seconds
*Statue can be animated by Staff of Animation, the spell will still end at the normal time
*Currently can be used on humans, monkeys, and corgis
-Atmos Techs spawn with an analyzer in their pocket
-Added 3 analyzers to the atmos tech's wardrobe
-Added Analyzers to the autolathe.
They're a little redundant with PDAs having in built atmos analyzers but as an atmos tech I find them clunky to use for wide areas and prefer hand analyzers due to them not taking away focus. Ironically atmospherics had none of these scanners nearby.
Increased the health of secure crates by a factor of ten.
Originally I was going to null out the projectile proc and add an emp_act instead, but one already exists.
The increased health of the secure crate will allow them to still be broken open from gun fire, but will make it inconvenient enough to dissuade cargo arming up every round, hopefully... (it will take 17 buckshot or 50 lasers to break open a crate)
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
* Edited tools.dm: Fixes "screwwy" typo in screwdriver description
* Edited paper.dm: Updates DJ station instruction sheet in light of the removal of the broadcaster and receiver from the DJ station
* Edited lib_items.dm: Fixes typo in "unwrenched" in a bookshelf deconstruction step
* Edited tgstation.2.1.2.dmm: Adds updated DJ station sheet to DJ station, replaces missing disposal pipe underneath HoP office door.
* Edited utility_closets.dm: Fixed oxygen closet description
* Edited DJ station paper to read better
-Adds service headsets to barman/botanist closets (chef doesn't get one for now since he doesn't have a closet, all his spare stuff is just placed in a crate)
Slight tweak to the behavior of attacking the janicart with a mop.
Changed it so that it stores the mop when it is soaked (or the bucket is empty), as I'm sure most players would prefer their mop to always be fully soaked when they remove it from the cart.
Also changed the examine text from 'water' to 'liquid' as it was misleading. It can actually be filled with any reagent, even welder fuel...or acid... or blood... or dr.gibb...space lube... you get the picture.
* Restructured closets to be easier to add new features.
* Added trash bins that you can hide in.
* New sound effects for the bin, they are royalty free.
* Personal lockers can now be (un)locked with your PDA/Wallet/Whatever.